Documentation
Livery & Texture Basics
Multi-layer liveries, DDS formats, and the YTD pipeline.
GTA5 vehicles support multi-layer liveries through the YTD texture dictionary system. Each texture slot in the YTD corresponds to a layer that can be independently colored or replaced. The base workflow is:
- 1Export the UV template from UV Studio to get a 1:1 map of the model's surface.
- 2Open the UV template in Photoshop or similar. Paint your livery on separate layers.
- 3Export each layer as a DDS (BC3/DXT5 for alpha, BC1/DXT1 for opaque).
- 4Use OpenIV to pack the DDS files into the vehicle's YTD.
- 5Preview the result in Paint Booth before deploying.
DDS textures should always be powers of 2 (512×512, 1024×1024, 2048×2048, 4096×4096). Non-power-of-2 textures will cause rendering glitches in-game.
| DDS format | Use case |
|---|---|
| BC1 / DXT1 | Opaque textures, no transparency needed. Smallest file size. |
| BC3 / DXT5 | Textures with full alpha channel (decals, glass, livery overlays). |
| BC7 | Higher quality alternative to DXT5. Larger files, better gradients. |
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